

Every gun you pick up in GRIT is also a playing card. Match the suits across your four weapon slots and you stop being one more gunslinger in a duster — you become the Tracker, the Chaplain, the Merchant, or the Cavalry, and most of what you gain, your posse gains with you. A third-person Wild West battle royale for 100 players. Ride hard, shoot straight, and hold your ground as the Calamity swallows the map. Your Inventory Is Your Hand Four weapon slots. Every gun that goes into one carries a rank and suit. The higher the rank, the better the gun. Get two of the same suit and a perk turns on. Four of the same suit makes you something the rest of the lobby has to plan around. So looting a body is a question every time: the better gun, or the one that completes the hand? Play the Hand You're Dealt Diamonds — The Tracker. Nobody gets to hide. Put a round in someone and he stays lit up for your whole posse; commit all the way and anyone who shoots at you gives himself away doing it. Hearts — The Chaplain. Everything that keeps people alive happens quicker around you. Go all in and your remedies carry to whoever's standing close, and the men you revive come back stronger. Spades — The Merchant. Armor is a suggestion. Your lead goes through what other men are counting on, and a full hand cuts the whole posse in on the trade. Clubs — The Cavalry. The horse isn't how you get to the fight, it's how you win it. Faster, tougher, and eventually something nobody can put down — while you haul teammates back up at a gallop and shoot straighter from the saddle than most men manage on foot. Duel Your Way Back Getting gunned down isn't the end of your match. It's a Second Chance — a 1v1 quick-draw showdown for the right to ride back in. Win it and you're back in the fight. Lose it and you had your shot. Second chances are earned on the trigger, not handed out by whoever reaches your body first. Ride Like You Stole It Multiple speeds, shooting on the move, and saddlebags for everything you can't carry yourself. Cut a rival loose from his horse and leave him walking into the storm. Every Bullet Has to Travel Nothing here is hitscan. Lead your target, read the drop, respect the distance. The long shots you land are yours. Ride the Rails The Calamity is the storm that eats the map, and it closes whether you're ready or not. The train keeps rolling through it. Board it for the loot, stay aboard to hold position inside the ring, and throw off everyone else who had the same idea. Everyone else is running. You're riding. No Two Matches Deal the Same Hand Every match deals three Wildcards off a deck of twenty before a shot is fired. The Calamity might chase the train instead of closing on a circle. Second Chances might be off the table entirely. The Deathcart might be stocked with something it has no business selling. You find out what you're playing the moment the cards hit the table. Solo, Duos, and Posses 100 players a match, around 25 minutes a round. Suit perks spill onto your teammates, so a posse that coordinates its hands beats one that doesn't. It's still every posse for itself. The CattlePass A hundred levels of weapon skins, horse skins, parachutes, outfits, flare, and titles — and the first CattlePass comes with the game. Eight themed Logbooks with their own missions and rewards, plus a daily Mission for bonus XP.
| Edition | Platform | Release Date | Region |
|---|---|---|---|
| Standard Edition | PC | Aug 18, 2026 | Worldwide |
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